Use EntitySystem dependencies in a bunch of systems.
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@@ -18,6 +18,7 @@ namespace Content.Client.Weapons.Melee
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly EffectSystem _effectSystem = default!;
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public override void Initialize()
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{
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@@ -67,7 +68,6 @@ namespace Content.Client.Weapons.Melee
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source.TryGetComponent(out ISpriteComponent? sourceSprite) &&
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sourceSprite.BaseRSI?.Path != null)
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{
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var sys = Get<EffectSystem>();
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var curTime = _gameTiming.CurTime;
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var effect = new EffectSystemMessage
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{
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@@ -81,7 +81,8 @@ namespace Content.Client.Weapons.Melee
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Born = curTime,
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DeathTime = curTime.Add(TimeSpan.FromMilliseconds(300f)),
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};
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sys.CreateEffect(effect);
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_effectSystem.CreateEffect(effect);
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}
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}
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